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Journal of Education Technology
ISSN : 25494856     EISSN : 25498290     DOI : -
Core Subject : Science, Education,
Journal of Education Technology p-ISSN : 2549-4856, e-ISSN : 2549-8290 is a publication of research results and scientific thoughts in the fields of education, learning, evaluation, innovation including the development and implementation of new technologies in education and learning.
Arjuna Subject : -
Articles 828 Documents
The Implementation of Outcome Based Education to Support Student Understanding and Performance in the Internet of Things Course Undayani Cita Sari; Bagus Hario Setiadji; Amelia Kusuma Indriastuti; Banu Ardi Hidayat; Danang Dwi Admojo
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.76329

Abstract

Outcome Based Education (OBE) is a learning method that focuses on outcomes in a learning process. In the field of engineering, the delivery of lecture materials coupled with the achievement of targets for outcomes is a challenge, especially when it comes to technology applications. This is because the application of technology requires real examples, so that the students can have a comprehensive picture and understanding. This study was carried out on the Internet of Things (IoT) course at Undergraduate Program in Civil Engineering, Faculty of Engineering. This course discusses the basics of applying IPTEKS (Science, Technology and Arts) tools that can be utilized in the field of Civil Engineering, especially in the current Industrial Revolution 4.0. This research was intended to evaluate the OBE implementation, in terms of student participation and level of understanding of students. Observations were made during one semester by observing the results of student evaluations and the feedback received by the lecturers. The evaluation was carried out qualitatively and quantitatively based on the course learning outcomes (CLO). The results showed that all students actively participate in the learning process using this OBE method. The high level of material understanding was indicated by the achievement of a 100% passing rate, but there were still two students who have not fulfilled two CLOs. Therefore, continuous improvement efforts are still needed in implementing OBE for students, so that all students can fulfill all CLOs in Internet of Things courses.
Project-Based Learning Approach in Autonomous Vehicle Course During Pandemic Outbreak: A Study Case Saputro, Joko Slamet; Adriyanto, Feri; Anwar, Miftahul; Ibrahim, Sutrisno; Latifan, Syaifullah Filard
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.76342

Abstract

The COVID-19 pandemic has had a major impact on the education sector, including universities, which must immediately switch from classical learning to online learning. In the Electrical Engineering study program at Sebelas Maret University, one of the main challenges is achieving the learning output targets set in the courses, especially in the Autonomous Vehicles course. This study aims to examine the implementation of the Project-Based Learning (PBL) approach in the Autonomous Vehicles course during the pandemic, as well as to understand students' perceptions of the learning methods applied, including through online learning with blended learning. The study used a case study approach, where students were divided into three groups to work on an autonomous vehicle simulation project using Webots software. Each group faced different challenges, such as avoiding obstacles, overtaking other vehicles, and self-parking. A questionnaire was used to collect data on students' perceptions of the implementation of PBL. The results showed that PBL was successfully implemented well in the Autonomous Vehicles course, although there were several challenges, especially related to the duration of the project. Overall, students felt that this method was effective in improving their technical and soft skills, such as critical thinking, problem solving, and teamwork.
Implementation of Outcome-Based Education from the Perception of Lecturers and Students Handayani, Naniek Utami; Wibowo, M. Agung; Christiani, Skolastika D. K.; Ulkhaq, M. Mujiya
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.76621

Abstract

Outcome-based education (OBE) means clearly focusing and organizing everything in an educational system around what is essential for all students to be able to do successfully at the end of their learning experiences. This means starting with a clear picture of what is important for students to be able to do, then organizing curriculum, instruction, and assessment to make sure this learning ultimately happens. Therefore, this study aims to analyze the perceptions of lecturers and students regarding the implementation of OBE in the Faculty of Engineering. There are six variables used in this study, i.e., statement of student’s achievement, relevance of student’s achievements, subject’s preparation, teaching and learning process, supporting facilities, and evaluation. The indicators are generated according to the literature review and interview with experts, resulting 51 indicators. There are 103 students and 79 lecturers to be selected as the respondents. The respondents are asked about their opinions regarding the OBE implementation according to those indicators. Results show that from the perspective of lecturers, OBE is very well implemented regarding the variables of statement of student’s achievement, relevance of student’s achievements, and teaching and learning process; while the others are well implemented. However, from the perspective of students, OBE is fairly implemented regarding the variable of supporting facilities; while the others are well implemented.
“Bitmoji is Cool!”: Exploring the Secondary English Teachers’ Narratives Using Digital Avatar-based Pedagogical Agent Santosa, Made Hery; Wahyuni, Safitry
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.76632

Abstract

In online learning, students are likely to experience boredom, lack of motivation, reluctance, and anxiety. Bitmoji Virtual Classroom (BVC) – a virtual classroom can be one option in implementing interactive learning. This study aims to investigate the experiences of English teachers in designing interesting and interactive English learning using Bitmoji Virtual Classroom (BVC) – a virtual classroom designed as a digital avatar-based learning agent in online learning – to increase students’ interest, engagement, and motivation to learn. Using a narrative inquiry approach, this study explores the experiences of four junior high school English teachers who voluntarily participated. Data were collected through in-depth interviews and analyzed thematically. The findings show that teachers find the process of designing virtual classrooms enjoyable, aided by the attractive features of Bitmoji and Google Slides. They support the creation of effective learning and better student engagement through the help of this interactive learning media. However, they face challenges, such as the need for clearer learning guidelines during the implementation of the interactive media used. This study suggests that the use of avatar-based virtual classrooms can serve as an innovative strategy to develop creativity and increase student motivation in a virtual English learning environment.
Modelling the Transformation of Agricultural Program Teaching and Learning into Technology Integration Sephokgole, Ramongwane Daniel; Makgato, Moses; Khoza, Sammy
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.76898

Abstract

The world is currently experiencing transformation in most areas, including in education. The teaching and learning of agricultural programmes ought to be modelled and aligned with transformation. The shift from traditional classroom teaching and learning requires support to train agriculture with technology integration. Therefore, the aim of this study is to analyze the transformation of the teaching and learning of agricultural programmes using technology. This study utilised a qualitative research method. There were 20 lecturers from three Technical and Vocational Education and Training (TVET) college campuses that were involved in this study. The findings revealed that transforming agricultural programmes to fully integrate technology is hampered by a lack of resources, equipment, and infrastructure. Teaching and learning support with resources and tools to acclimate to learning agriculture with technology integration is required. The study underscored the need for and the importance of providing support to institutions that are struggling to acquire teaching and learning resources, equipment, and infrastructure to implement the integration of technology. These findings emphasise the need to provide support for technical resources, equipment, and infrastructure to enhance the integration of technology. The research findings led to the development of a conceptual model for technology integration in TVET agricultural education. The key interrelated features that can be used to improve the support of technology integration in TVET colleges are clearly stipulated in the model.
Portable Multi Capacitor Discharge Ignition Trainer to Enhance Students Critical Thinking Skills in Vocational High School Marwanto, Eko; Safitri, Ria Rochmi; Surjono, Herman Dwi
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.77010

Abstract

The low mastery of critical thinking skills results in students’ inability to interpret, analyze, and apply acquired knowledge. This condition adversely affects the mastery of competencies and decreases the competitiveness of vocational high school graduates. This study aims to develop the portable multi-CDI (Capacitor Discharge Ignition) system practice tool and test its effectiveness in improving students critical thinking skills in the competence of maintaining motorcycle ignition systems. To address the research questions, the study employs the ADDIE model for development research, which commences with needs analysis, solution design, product development, implementation, and evaluation. The discussion in this article is confined to the implementation of the developed trainer to improve students critical thinking abilities. Implementation in learning utilizes a quasi-experimental non-equivalent group pretest-post-test design with control and experimental classes, involving 64 respondents from motorcycle engineering vocational high schools selected by purposive sampling. Paired t-test analysis is utilized to ascertain the effectiveness of the trainer in enhancing critical thinking skills. We conclude that the use of appropriate media and teaching methods can foster unique interaction patterns in cognitive dimension formation. Beginning with identifying disturbances and damages, explaining their causes, implementing repair procedures, analyzing repair outcomes, and evaluating the results of disturbances and damages in the motorcycle ignition system.
Improving the Use of Learning Media through the Development of E-Storybooks for Fifth-Grade Students Pitaloka, Ni Putu Riza Clarita; Suprianti, G.A.P; Wahyuni, Luh Gede Eka
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.81100

Abstract

The availability of supplementary materials in learning needs to be improved. Due to the change in curriculum, it was difficult for teachers to prepared materials so that they only rely on textbooks. Therefore, this research was conducted on the development of e-storybooks integrated with the Merdeka Curriculum for fifth-grade students. This research aimed to produced e-storybooks that were interactive, innovative, interested and integrated with the Curriculum. Design and Development (D&D) model used in this research which included four stages namely Analysis, Design, Development, and Evaluation, which combined with qualitative and quantitative methods. First, learning problems, teacher and students’ interviews, and document were analyzed. Second, it continued with the development of blueprints related to the developed topics and then the creation of product layouts. The third stage, the e-storybooks were developed by Canva and Book Creator, then revised according to the experts’ feedback and judged by experts. The last stage, conducted product trial, interviews, and product quality judgment which involved teacher and students. This research resulted e-storybooks that were maximally beneficial, being useful as good alternative learning media for language learning, vocabulary development and interested learning experienced for students. Through the results of this study, e-storybooks can be a new alternative as supplementary materials to support learning so that teachers should maximize the use of supplementary materials that are integrated with the curriculum and technology.
Transformative Multicultural Educational Games: Enhancing Literacy and Critical Thinking Skills in Elementary Schools Maharani, Ni Luh Gede Putri; Widiana, I Wayan
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.90653

Abstract

This study is motivated by the low literacy and critical thinking skills observed among students in the classroom. The purpose of this research is to develop an educational game media with a transformative multicultural approach that aligns with Indonesia's multicultural society. The study focuses on analyzing the content validity of the media, students' responses to the media, and its effectiveness in enhancing literacy and critical thinking skills. The research employs the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subject of the research is an educational game media with a transformative multicultural approach, while the objects include the validity, practicality, and effectiveness of the media. Data were collected through questionnaires, tests, and interviews with homeroom teachers. Data analysis was conducted using both quantitative and qualitative descriptive methods. The findings indicate that the educational game media exhibits a high level of content validity. Students' responses to the practicality of the media were highly positive, and the media was proven to significantly enhance students' literacy and critical thinking skills. The conclusion of this study is that the transformative multicultural educational game media can serve as an effective and relevant learning tool to support the development of students' competencies in elementary schools.
Transforming Language Learning and Reading Engagement with Metacognitive-Based Trilingual Smartcards Sari, Ni Ketut Novita; Bayu, Gede Wira
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.90654

Abstract

This study started from the problem of low language skills and reading engagement of elementary school students. This study aims to test the effectiveness of developing e-booklet-based trilingual smartcards media in metacognitive learning to improve students' language skills and reading engagement. This study uses the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model as a systematic approach. Data were collected through interviews with teachers and questionnaires to students, while the validity, practicality, and effectiveness of the media were analyzed through statistical tests. The results showed that e-booklet-based trilingual smartcards media has a high level of validity based on expert evaluations of material, media, and instructional design. In addition, student responses showed that this media is very practical to use in learning. Effectiveness testing with statistical analysis showed a significant increase in students' language skills and reading engagement with a significance value of p <0.001 (criterion Sig. <0.05). These results indicate that the developed media can be an innovative alternative in improving the quality of language learning. The implications of this study indicate that the integration of e-booklet-based trilingual smartcards in metacognitive learning can optimize students' literacy strategies and increase their engagement in reading activities.
Enhancing Learning Creativity and Computational Thinking through Coding-Based Flipbook Media in Elementary Education Listyana, I Gusti Agung Ayu Putu; Suarjana, I Made; Antara, Putu Aditya
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v1i1.91520

Abstract

This study addresses the issue of low learning motivation, limited student understanding of science concepts, and the lack of diverse instructional media in fifth-grade elementary classrooms. These conditions necessitate solutions through interactive and innovative learning approaches. The research aims to design, evaluate the validity, practicality, and effectiveness of coding-based flipbook learning media to enhance students’ learning creativity and computational thinking skills. This study employs a quantitative design using a pretest-posttest control group model. The research subjects consist of 36 fifth-grade students. Data were collected through a learning creativity questionnaire and a computational thinking test. Data analysis was conducted using inferential t-tests to determine significant differences between experimental and control groups. The findings reveal that coding-based flipbook media exhibit high validity and practicality levels and are significantly effective in improving students’ learning creativity and computational thinking skills. These findings provide a relevant solution to the issues of low learning motivation, limited concept understanding, and inadequate instructional media in the classroom. In conclusion, coding-based flipbook media represent an effective and innovative approach to supporting science education in elementary schools.

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